Cities of SigmarPhoenix Guard

Phoenix Guard

Each member of this elite band is a revenant warrior, reborn to safeguard the flame of the Ur-Phoenix and lay waste to the servants of darkness. They go about this task in grim silence, wielding their halberds with unmatched grace.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Phoenix Halberd
Phoenix Halberd2"23+3+-11

Unit Size: 10 - 30      Points: 160/420
Battlefield Role: None
Notes: Battleline in a Cities of Sigmar army if general is PHOENIX TEMPLE


A unit of Phoenix Guard has any number of models, each armed with a Phoenix Halberd.

KEEPER OF THE FLAME: 1 model in this unit can be a Keeper of the Flame. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to charge rolls for units that include any Drummers.


Emboldened: The will of these warriors never falters in the presence of the Phoenix Temple’s champions.
Do not take battleshock tests for this unit while it is wholly within 12" of a friendly PHOENIX TEMPLE HERO.

Witness to Destiny: Incoming blows and bolts of sorcery somehow contrive to miss their mark.
Roll a dice each time you allocate a wound or mortal wound to this unit. On a 4+, that wound or mortal wound is negated.


The PHOENIX TEMPLE keyword is used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The PHOENIX TEMPLE and HERO keywords are used in following Cities of Sigmar warscrolls:

Leader, Behemoth
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
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© Vyacheslav Maltsev 2013-2020